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Everything posted by SmarterThanMe
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Is there a way to get CKAN to take over management of a mod (i.e., to change the AD)? - - - Updated - - - In other news: About to remove: Done! About to install... * UniversalStorage-KAS 1.0.0 (cached) Oh no! We tried to overwrite a file owned by another mod! Please try a `ckan update` and try again. If this problem re-occurs, then it maybe a packaging bug. Please report it at: https://github.com/KSP-CKAN/CKAN-meta/issues/new Please including the following information in your report: File : GameData/UniversalStorage/Parts/US_1R110_Wedge_KASContainer/KASContainer.tga Installing Mod : UniversalStorage-KAS 1.0.0 Owning Mod : UniversalStorage CKAN Version : v1.5.5-0-g0000000 (beta) Your GameData has been returned to its original state. Error! ...and... --edit Argh. What I meant to post here was something to say that I had done ckan update per the instructions above, with no resolution.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SmarterThanMe replied to bac9's topic in KSP1 Mod Releases
This has to be 10 characters or more, but the answer to your problem is: struts!- 4,460 replies
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Separately... ...Maori? Or another Eastern Polynesian language?
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Could be worth the tic tac. He's managed to figure out ways to extract a whole bunch of information about what's going on to Kerbals in the game.
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Heh. No. That's in reference to my (real life) work. I "teach" kids who are smarter than me.
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Umbra Space Industries - (Roadmap and WIPs)
SmarterThanMe replied to RoverDude's topic in KSP1 Mod Development
I've noticed that a lot of parts are too inexpensive. I currently have a surplus in my career of about 500,000 give or take, and I haven't landed on the mun yet. -
Actually, this gives me a great idea for a mod - an E Class object re-enters, burns and devolves in a D Class, which devolves into a C and so on.. So smaller asteroids burn up completely in the atmosphere, bigger ones fall through. If I were clever enough, I'd do this myself. But I'm not. See my name.
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Have you considered tic-tacing with Nereid of Final Frontier? S/he could probably assist with giving you a whole bunch of statistics to track?
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[Proposal] Open Perks System + Community Perks Pack
SmarterThanMe replied to Ippo's topic in KSP1 Mod Development
Ah! I've seen that you have perks in DangIt! I was just wondering if anyone else had worked them in yet (or was thinking of it, I'm keen to help out). -
[Proposal] Open Perks System + Community Perks Pack
SmarterThanMe replied to Ippo's topic in KSP1 Mod Development
Did this idea die? Anyone working on anything? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
SmarterThanMe replied to shaw's topic in KSP1 Mod Releases
--Edit I am the dumb. Downloaded DDSLoader, every intention to install, then forgot. I'm going to blame lack of sleep. -
[Proposal] Open Perks System + Community Perks Pack
SmarterThanMe replied to Ippo's topic in KSP1 Mod Development
Eh. Me? Probably not (cf. 1mo, 2.5yo and wife). But if you need anything graphical done... I'm your guy. -
[Proposal] Open Perks System + Community Perks Pack
SmarterThanMe replied to Ippo's topic in KSP1 Mod Development
Also! An idea regarding how to translate experience into perks... I like sending my new recruits to an "Orbital Academy" before assigning them their specialisations. You could have "parts" associated with gaining specialisations and translating experience into perks? Or have it conducted through the Astronaut Complex. -
[Proposal] Open Perks System + Community Perks Pack
SmarterThanMe replied to Ippo's topic in KSP1 Mod Development
I'm really keen on this, and have been thinking about it since early on when I started making ribbons for Final Frontier. There, I created three ribbons for particular specialisations, Operations, Engineering and Science (before anyone asks, yes, live long and prosper). I even came up with levels of those things, see here. There's also a couple of levels for leadership, of a section (Ops, Eng and Science), a ship and then an expedition. I had decided that Operations would take care of piloting, communications, computing and life support; Engineering would take care of power, fuel, electrical, mechanical and engine systems; and Science would take care of... Science. So, a simple way that I would suggest (without getting into skilltrees, yet) it working would be like this: a kerbal is recruited and a specialisation is given (Ops, Eng, or Sci), which gives a very basic level of bonus within their area of specialisation. Once they've gained some experience, they can be "levelled" up and given a perk that gives them a bonus in the area of their expertise. Once they've received 2 perks, their next level up makes them a leader within their area of specialisation which gives them a perk which gives bonuses to those working around them with that area of expertise. So, a Chief Engineer with an Engineers underneath him/her who specialises Power systems, gets bonuses for his/her expertise (say in Electrical and Fuel systems, so there is a cumulative bonus laid onto their perks). Mission Commanders give a bonus to the perks of everyone on their ship. Expeditionary Commanders give a bonus to everyone in orbit around the same body as them (i.e., part of the same expedition). Some of the perks would have to be dependant on other mods being present (no point in having a communications perk if Remotetech isn't installed). Graphically (numbers are completely arbitrary), for Engineering (sorry, I have a 1 month old, a 2.5 year old and a wife): I see that you're discussing ranks... I'm ultra-keen there. I've already done graphics for it, and have discussed ideas over there. This is what I said: ...but you all seem to be on roughly the same track as me, so I'm happy with anything. I would talk to Nereid about how he manages to keep track of things, because that could probably help you to get some sort of variable that can input into perk generation. Otherwise, I'm happy to contribute graphics or whatever else. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
SmarterThanMe replied to Nereid's topic in KSP1 Mod Releases
Which is why, and I'm sure that we don't say it enough, we're all incredibly grateful, Nereid. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
SmarterThanMe replied to Nereid's topic in KSP1 Mod Releases
One of my students wanted me to point out these. I'm not updating to 0.25 until all of the other mods catch up. Also... Ranks? I know you're time poor. I'm considering learning C# to be able to do it myself. Maybe a Summer holiday project. -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
SmarterThanMe replied to RoverDude's topic in KSP1 Mod Development
I figured, and I appreciate your having done it.